| Commit message (Collapse) | Author | Age | Files | Lines |
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switching between window and full screen mode
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This is a central cross-platform facility to dynamically bind functions from shared libraries.
Updated all OSD modules to use it.
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* added simple procedural texture for vectors with rounded line ends and beam smoothness
* added optional -vector_beam_smooth option
* removed -antialias option, antialiasing is now always applied, except for plain D3D
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- removed not functional vector texture code
- removed unused D3DTOP_MODULATE2X/4X code
- removed unused antialiasing code for UI lines
- removed usage of vector_time_period which does not exist anymore
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- reverted from commit f911dfc and a6ccd3b, because it wasted up to 10 percent of the performance in fullscreen mode (actual fix for MT-06209 is not harmed)
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- appearance should be identical to GDI and BGFX
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- removed unessesary recreations of non-screen-quad texture targets
- removed creation of cached targets for non-screen-quad texture
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- fixed switchres option
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- the D3D device is now always created with presentation parameters where Windowed = true, which actually does not make sense
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- when deleting the D3D device, it was reset before with outdate presentation information
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- removed POT texture size from shadow mask in HLSL, U/V size is now simply the percentage of the actual texture size
- adjusted display names of options
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This reverts commit 5e831f6506ee06f8c30cb113551ee0fec53804db.
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Unified renderer in osd_window as std::unique_ptr
Made windows all std::shared_ptr<window_type>
Made window lists std::list<std::shared_ptr<window_type>>
Updated OSD SDL worker_param to not use malloc (not compatible with smart
pointers)
Made renderer pointer to window a weak reference. May not be available
during destruction of the window.
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Also encapsulate show/hide capture/release cursor functionality.
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- added handling of texture coordinates for vector screens to core render
- added handling of orientation/rotation for vector screens to D3D renderer
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C++11 range-based for loops can now iterate over simple_list, tagged_list, core_options, device_t::subdevice_list, device_t::interface_list, render_primitive_list and all subclasses of the above, and much code has been refactored to use them. Most core classes that have these lists as members now have methods that return the lists themselves, replacing most of the methods that returned the object at an owned list's head. (A few have been retained due to their use in drivers or OSD.)
device_t now manages subdevice and interface lists through subclasses, but has given up the work of adding and removing subdevices to machine_config.
memory_manager has its tagged lists exposed, though the old rooted tag lookup methods have been removed (they were privatized already).
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- reduced raster bloom level to 8
- extended vector bloom level to 15
- changed vector bloom to be less blocky
- removed bloom_lvl9_weight and bloom_lvl10_weight options
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- implemented proper texture coordinates for vector quad primitive
- vector screen is now processed in texture coordinates
- revered workaround for raster screen, which is again processed in
texture coordinates
- known issue: cocktail mode for vector screen looks wrong
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- split into primary.fx into 3 techniques for vector buffer, screen and
UI pass
- moved register_texture() for shaders outside of texture_info creation
- added render_primitive parameter to register_texture(); currently
unused
- removed other unused register_texture() definition
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- calculation of bloom dimensions is now done only once, when render
target is created
- reduced blur width for non-vector screens
- implemented shadow u/v option for source tile mode
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Sync to base master
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Resolved Conflicts:
- src/osd/modules/render/d3d/d3dhlsl.cpp
- src/osd/modules/render/d3d/d3dhlsl.h
- src/osd/modules/render/drawd3d.cpp
- src/osd/modules/render/drawd3d.h
- src/osd/windows/winmain.cpp
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- HLSL now uses NPOT sized target surfaces (breaks compatibility with
graphics cards based on R300/R400/NV30 and older)
- HLSL target surfaces now have the size of the screen canvas
- removed HLSL pre-scale factor
- HLSL now uses a sharp bilinear interpolation to pre-scale textures to
screen canvas size, based on [Themaister's] implementation
- improved overall performance (based on the previously required
pre-scale factor, you might notice a 5-50% speed-up depending on your
graphics card, more if you used a higher pre-scale factor)
- improved shadow mask quality (pixel-perfect) in screen-mode
- fixed half source texel offset of bloom level alignment
- removed ./hlsl/artwork_support folder
- all shaders after pre-scale are now based on screen coordinate
(workaground, till both raster and vector pass can work on texture
coordinates)
- disabled distortion shader for more than one screen and for artworks
in full mode, does not affect artworks in copped mode (workaground, till
both raster and vector pass can work on texture coordinates)
- moved compute_texture_size() from texture_info to texture_manager (nw)
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HLSL: NTSC and color convergence refactoring
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- replaced shader parameters OrientationSwapXY xor RotationSwapXY by
SwapXY
- made shader parameters SourceDims, SourceRect, TargetDims, ScreenDims,
QuadDims and SwapXY available for all shaders
- color convolution, defocus and phosphor pass will now be skipped if
all influencing parameters are 0
- removed unused bloom_texture and bloom_target arrays from cache_target
class
- fixed half texel offset in prescale.fx
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- fixed missing shadow mask texture when switching between window mode
and full screen
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- fixed not used HLSL settings from <custom>.ini if MAME was started
without driver parameter
- removed default values from HLSL sliders, the defaults here are more
like null values to hint when an effect would be disable
- slightly changed default HLSL settings
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- the vector renderer now tries to detect a invariabel vector intensity
and disables the calculation of a dynamic beam width
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- screen adjustment (scale, offset) can now be handled by the respective
render API itself (default behavior is as before)
- D3D (if HLSL) is activated handles screen adjustment by itself within
the shader, which fixes the odd behavior of some effects (e.g. round
corners) when screen scale and offset is used
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